GGXRD-R2/Patch Notes/Ver.2.10

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< GGXRD-R2‎ | Patch Notes
Revision as of 01:05, 23 February 2018 by Shtkn (talk | contribs) (→‎Leo)

System Changes

  • Air blitz: Fixed a bug where doing blitz before landing would not take meter

Sol

  • Forward dash: Acceleration increased, including the Dragon Install version.
  • 6H: Force crouch on hit. Knock back reduced.
    • Pushbox expanded forward.
  • Volcanic Viper (DI version): screen shake increased on first hit.
  • Ground S Volcanic Viper: First part of 2nd hit's hitbox size increased overall.
    • Untech time increased on 2nd hit.
  • Ground S Volcanic Viper (DI version): First part of 2nd hit's hitbox size increased overall.
  • Air Bandit Revolver: added horizontal knock back.
    • 2nd hit starts up earlier, more active frames, recovery is unchanged.
    • Does not do 2 hits on the later part if the move any longer.
  • Wild throw: RC buffer on hit increased, including DI version.
  • Grand viper: the time before Sol moves forward was reduced.
    • Startup and active frames unchanged.
    • Added acceleration to the rushing part of the move.
    • Added forward acceleration on the falling part of the move in DI.
  • Fafnir (DI version): screen shake increased.
  • PBB: screen shake increased. Added RC buffer on hit.

Ky

  • 6H: 2nd hit changed to regular hitstun. Pushback on block increased on 2nd hit
  • j.D: Moved the grinder set location lower, this affects the hitbox.
    • Lower hitbox smaller
  • Ground Stun Edge (Fortified version): hitstop increased
  • Greed sever: Pushback on block decreased. Hitbox size decreased overall.
    • Lower hurtbox increased. Ground bounce height lowered.
    • Changed the timing where ky starts falling downwards and the fall speed.
    • Air duration and recovery is unchanged
  • Air vapor thrust: H version given horizontal knock back
  • Grinder: vetical hitbox when it strengthens a stunedge increased.

May

  • 2S: gatlings into 3K
  • 3K: moves forward faster.
    • Deceleration starts earlier, overall slower movement
  • j.D: counter hit untech time increased.
    • Horizontal knock back on counter hit decreased
  • S vertical dolphin: hurtbox during the upwards movement decreased.
    • Bounce back when the downward moving parts hits decreased.
    • Downward part changed to regular hitstun
  • H vertical dolphin: Bounce back when the downward moving parts hits decreased
  • Ensenga?: First hit on the rising portion is an overhead.
    • Startup on the first hit decreased.
    • Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
    • First hit lower hitbox increased.

Millia

  • 6P:* gatling into 6H added.
  • Badmoon (above minimum height): hit count increases with height
    • Forward speed increased
    • Damage reduced
    • Hitstop reduced
    • Untech time reduced
    • Ground bounces on hit and knocks away
    • Regular hitstun on ground hit
  • Silent force: can pick up pin with roll and 2nd roll follow up
  • Emerald rain: forced proration added
    • Wall bounce decreased
    • Height, speed and knock back of projectiles changed
  • Chroming Rose: Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose
    • Turbofalls speed and startup are faster in chroming rose

Zato

  • 2K: gatling into 5D added
  • f.S: gatling into 6H added
  • 6H: horizontal knock back on hit increased
    • Horizontal knock back on counter hit increased slightly
  • j.S: jump cancelable
  • Eddie unsummon: doesn't take Eddie meter if you release P, K or S while unsummoning
  • Dead Man's Hand: forward movement faster at the start, slower during active frames
    • Lower hurtbox on start and active decreased
  • Damned Fang: RC buffer on hit increased
  • Drunken Shade: horizontal knock back increased, vertical knock back reduced
  • Great white: hitbox influenced by time stop
    • consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
    • Attacks 3 times, depending on the amount of Eddie gauge left.

Potemkin

  • j.D: fixed a bug where pot would not transition into landing.
  • Heat knuckle: startup decreased
    • Recovery on hit increased
  • Forward Megafist: knocks downwards on air hit
  • Potemkin Buster: RC buffer on hit increased
  • ICPM: can combo after on RC
  • Heavenly Potemkin Buster: RC buffer on hit increased
    • Startup decreased

Chipp

  • Pre standing animation: hurtbox in the back decreased
  • Jump startup: hurtbox in the back decreased
  • j.S: lower hitbox increased
  • j.H: first hits vertical knock back decreased
  • Air alpha blade: turns to face the opponent if the early part hits
  • Ground beta blade: throw invul added
  • Genrouzan/wall cling genrouzan: RC buffer on hit increased
  • Wall cling alpha blade: hitstop increased
    • Horizontal knock back increased, vertical knock back decreased
    • Knocks opponent in the direction chipp is facing
    • Horizontal movement decreased
  • Zansei rouga: last hit horizontal knock back increased
    • Last hit can be RCed
  • Ryuu Yanagi: minimum damage reduced

Faust

  • Going My Way: Pushbox while active removed
    • Removed landing recovery after all hits land
    • Hitbox and hurtbox altered
    • Untech time increased
    • Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
    • Faust rises high up in the latter half of the move
  • Teleport (from above): Faust falls faster
    • Faust does not bounce off on hit
    • Faust has no pushbox after hitting until he lands
    • Hit type changed to ground bounce from regular hitstun
    • Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
    • The speed at which Faust bounces back on block or whiff was altered
  • Pogo: Can cancel into followups earlier
  • Pogo~K: Front hurtbox is smaller in the first half of the move, and wider in the second half
    • Hitbox is wider
  • Pogo~S: If YRCed, the flower comes out as a mid hitting projectile
    • When done in the corner, the flower will still appear on stage
  • Pogo~9: Buffer into Pogo~P/K/S/H/D extended
  • Doctor Copter (Pogo~8): Startup is faster
  • Stimulating Fists of Annihilation: RC buffer on hit increased

Axl

  • 5K: Removed gatling into 2H
  • 2P: Can cancel into f.S regardless of distance from the opponent
  • 2K: Removed gatling into 2H
  • 2S: Vacuums the opponent even on air block
  • 2H: Special cancelable
    • Startup increased, overall duration longer
    • Normal hitstun on hit
    • Attack level on first hit reduced
    • Amount of RISC taken off by the first hit increased
    • Added initial proration
    • 2nd hit vacuums the opponent even on air block
    • In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki
  • 6P: Removed gatling into 2H
  • 6K: Vacuums the opponent even on air block
  • j.S: Vacuums the opponent even on air block
  • j.6K: Vacuums the opponent even on air block
  • j.2S: Added gatling into j.P
  • Heaven Can Wait (Mid): Overall duration when not successful is longer, counter catch time is the same
    • Overall duration on successful counter is shorter
    • Vertical knock back increased, unaffected by the opponent's weight
    • RC buffer on hit increased
  • Heaven Can Wait (Low): RC buffer on hit increased
  • Sparrowhawk Stance: Follow up attacks do not stay unblockable
  • Sickle Storm: First hit horizontal knock back increased
    • Second hit vertical knock back increased
    • Axl takes longer to throw the sickle out, overall duration unchanged
    • The above mentioned part's hitbox is widens backwards
    • Fixed a bug where the opponent would be stuck in a block animation
  • Shark Strike: Vacuums the opponents even on air block

Venom

  • j.S: Lowered damage
  • j.H: Lowered damage
  • j.D: Lowered damage
  • Stinger Aim: First hit builds more RISC on block, second hit builds the same amount as before
  • Carcass Raid: First hit builds more RISC on block, second hit builds the same amount as before
  • S Double Head Morbid: The hitbox on the interior portion is widened backwards
    • Launches balls upwards on contact, which then bounce off the ceiling and the ground
    • Ball speed increased
  • H Double Head Morbid: The hitbox on the interior portion is widened backwards
    • Knock back increased on block
    • Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
    • Ball speed increased
  • QV: Screen shake added right before active frames
    • The hitbox on the inner portion is larger behind
  • Dark Angel: Chip damage increased

Slayer

  • 5P: Attack level increased
  • 2K: Damage increased
    • Knockback reduced
  • 2S: Damage increased
  • 6K: Once the K button is released, you cannot do the feint
    • Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
  • 6H: Cancel window extended
  • Bloodsucking Universe: RC buffer on hit increased
    • Whiffing a special does not end the CH buff state
    • If you land a bite while in the CH buff state, the new buff will last longer
    • Time during cinematics no longer counts to the CH buff timer

I-No

  • Air Dash after 663: Special cancelable
  • f.S: Startup faster, recovery reduced
    • Hitbox larger in every direction other than behind
  • f.S>6S: recovery reduced
    • Hitbox larger in every direction other than downwards
  • 2D: Startup faster
  • j.S: Hitbox larger behind
  • j.H: recovery shorter
  • Ground Note: Up and Down inputs affect the movement of the note more
  • S Stroke The Big Tree: stagger time increased
  • P Sultry Performance: Minimum height added
    • If the attack hits at the same time I-no lands, she bounces backwards
    • Max charge ground bounces on hit
    • The bounce back after the attack lands can be cancelled into Fortissimo
  • K Sultry Performance: Minimum height added
  • S Sultry Performance: Minimum height added
  • H Sultry Performance: Standardized the speed I-no moves during the active frames
    • I-no now has a pushbox during the active frames
    • Landing recovery reduced, max charge version has no landing recovery
    • Knock back increased
  • Air Vertical Chemical Love: When done during the air dash after 663, the trajectory is altered

Bedman

  • Forward Dash: Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
  • 1/2/3H: Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
  • 6P: Untech time increased on counter hit
  • 6H (followup): Startup slower
    • First hit's knock back decreased
    • Only the first hit is special cancelable
  • Ground Blitz Shield: Return position of Task A and Task A' altered while doing Blitz on the ground
  • Task B: Hitbox and hurtbox on the lower portion increased
    • Return position of Task A and Task A' altered
  • Ground Task B: Startup faster
    • The initial speed is fast, but it decelerates as the move goes on
  • Ground Task C: If RCed in the air, Bedman has air actions and will face the opponent
  • Dejavu: Damage increased on all dejavu moves other than air icon Dejavu B.
  • Various Air Dejavus: Minimum height increased
    • Landing recovery decreased
  • Hemijack: Overall duration shortened
    • Made it hard to build meter while Hemijack is active
  • Hemijack (projectile): Cannot hit grounded opponents
    • Appears directly above the opponent
    • Destroyed after taking 3 attacks
    • Hitbox and hurtbox changed

Ramlethal

  • f.S(sword): cancels into forpelli in stylish mode on auto combo
  • f.S(no sword): cancels into martelli in stylish mode on auto combo
  • 2D: cancels into martelli in stylish mode on block auto combo
  • Ground/air throw: distance opponent lands after throw reduced
  • Various sword sets: when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
  • PPK, KPK: increased attack level
    • Increased knock back on block
  • PK4K, KK4K, K4K: decreased upper hurtbox before the attack
  • Dauro: accepts buffer inputs.
  • Dauro (just frame): forced proration removed
  • Flama Cargo: easier to carry dash momentum before the active frames
    • RC buffer on hit increased
  • Cassius: hitbox on the back right after startup larger
  • Martelli: can do this move when S sword is set. Slower startup than equipped version.
    • Knocks away on ground hit.
    • Untech time increased
  • Forpelli: can do this move when H sword is set. Slower startup than equipped version.
  • Explode: RC buffer on hit increased

Sin

  • 5H (2nd hit): Changed knock back to a horizontal one, pulls the opponent in (vacuums)
    • Has vertical knock back on counter hit
    • Knocks down (where they fall forward (probably face down kd)) on air hit
  • 6H: Knock back decreased
  • 2D: Startup reduced
  • Ground Beak Driver: Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged
    • Charged version charged faster
  • I'm Sure I'll Hit Something: All hits untech time normalized to be the same as the final hits untech time
  • Bull Bash: Startup reduced
  • Elk Hunt: Hitbox of the beginning part of the attack made taller
  • Air Beak Driver: Hitbox and hurtbox at the start of the 2nd hit increased

Elphelt

  • 2S: Vertical knock back decreased
    • Added gatling into 2H
  • 2H: First hit's vertical knock back decreased
  • 6P: knock back decreased
  • j.D: Vertical knock back on counter hit increased
    • When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
  • j.D (RCed just before active): Made it possible to hit crouchers
    • Lower hitbox increased
  • Ground Bridal Express: Made it so that it will always knock the opponent forward
  • Miss Confire: Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
  • Miss Travailler Demolish (shotgun grab): Cancelable into Miss Confire
  • Judge Better Half: Knock back on the latter half of the active frames increased
    • RC Buffer for after the cinematic increased
  • Genoverse: The hitbox right at the beginning of startup is extended forward

Leo

  • f.S~P: Can YRC when it guard points a move
  • 5H~P: Can YRC when it guard points a move
  • 6P: Hitstop on armor reduced, start up varies based on the timing it armored a move
  • j.D: Hits 3 times
    • Along with the above change, it's performance is changed entirely
    • When cancelled after making contact with the opponent, Leo will turn to face the opponent
  • air throw: Leo falls slower
  • S Graviert Würde: YRC window increased
  • S Eisen Sturm: Horizontal movement increased on the rising portion
    • 1st hit active frames reduced
    • 2nd hit vertical knock back increased, horizontal knock back decreased
    • 2nd hit untech time increased
  • H Eisen Sturm: 1st hit active frames reduced
    • Vertical knock back on later active frames decreased
  • Brynhildr Stance: Buffer on everything other than dashes increased
  • Leidenschaft Dirigent: Cinematic animation switched to 4th or 5th hit

Johnny

  • j.D: Cancel window larger
  • Mist Finer Stance: Time to buffer ground dash increased
    • Mist Finer Air dash overall duration decreased
    • Mist Finer Dash can be canceled into Mist Finer
    • Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
  • Mist Finer: The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
  • Ground Zweihander: The timing on the jump is later when the follow up input is used
    • Projectile hitbox larger
  • Air Zweihander: Projectile hitbox larger
  • That's My Name: RC buffer on hit increased

Jack-O

  • Elysion Driver (6D): RC Buffer on hit increased
  • Hunger of Dopoulos (4D/Meterless Version): Startup reduced
    • The direction and the timing the opponent gets knocked back on hit cannot be controlled
  • Hunger of Dopoulos (4D/Metered Version): RC buffer on hit increased
  • Ghost Pick Up: Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
    • After a certain amount of time, the ghost you are hold starts to regenerate health
    • The time until the next servant spawns for the ghost you're holding is decreased
  • Ghost Throw: Damage increases with Ghost levels
    • After throwing the ghost, the time until the next servant spawns is increased
  • Servant: Fixed a bug where more than 3 servants of a kind could be spawned
  • K Servant: Depending on the level, the about of RISC taken away on hit is reduced
  • Organ Deployment: If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter
  • Organ Followups: Clock Up, Explode, Aegis Field cooldowns shortened
    • Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening
  • Clock Up: Fixed a bug where the servants kept animating powering up even though they were at max level
  • Forever Elysion Driver: RC buffer on hit increased

Raven

  • Excitement: Does not decrease while Raven takes damage
    • Fixed a bug where his excitement would not decreased during charged blitz
  • Crouch: Hurtbox widened forward
  • j.D: Untech time on 2nd hit reduced
  • Air Grausam Impuls: If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
    • Active frames reduced
    • Landing recovery added if raven lands during the move, no landing recovery if move is completed
  • Ground Scharf Kugel: Moves forward less, slowly rises
    • Startup increased
    • Active frames increased

Jam

  • 5H: Can cancel into f.S regardless of distance from the opponent
  • 6P: Knock back on the first hit decreased
    • Knock back decreased
  • j.S: Vertical knock back decreased
  • Senri Shinshou: When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
  • Hochifu~P: Cancels projectiles
  • Renhoukyaku (super puffball): Overall duration increased, hitstop increased
    • Advantage on block unchanged
  • Bao Saishinshou: Fixed a bug where the animation on his changed based on the platform the game was running on


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